Not an orc impression, but regarding diagonal exits: if they can all be mapped onto a grid, with diagonal lines running from the corner of one square to another to indicate non-cardinal directions. If going northwest can also be accomplished by going north and then west (assuming there's space for it and you're not traversing a tunnel or ravine or such), then great. If going north then west takes you to somewhere different from where northwest goes, I think it could get confusing fast.

irkallia wrote:Abbreviations for the insane directions don't seem to be working consistently.

Typing "unw" for upnorthwest worked, but dsw (downsouthwest") did not. I haven't been able to extensively test this on all the 14,000 directionals, as this flaw led to my PC's death.

It's not perfect, but the big thing that the new directions will allow us to do is let you climb mountains in a more meaningful way rather than just the 'up' and 'down' directions.

If it provides you comfort, we are talking about cutting down on the complexity and perhaps trimming the number of exits in each room as folks have mentioned before. We're only talking about this now because of the issue you raised that led to your char's death.

This also resulted in the death of my character, I think it's really near impossible to know which way is up with all these directions, that and no matter what you do, there's eight angles of attack guaranteeing you can't evade critters.

Can confirm the likely death of a couple others because of it. Sux, but that's life.

ETA:

Also, since I'm not a big fan of creating spun wheels when there's mud around, I don't think armor needs to be changed any, but two mobs in the immediate area of one sphere seem brutally efficient at killing one PC. And I don't mean--they shouldn't be able to, that stands to reason they should.

I'm saying they did it in a second flat, because of a combination of deflect starting very low, since you know, you can't really expect to do so well with it low, but that isn't as big a problem itself beside the quantifying factor of:

Wildlife is stronk. Maybe a bit too strong for the zones and the State of Playability. We'll see if that's true or not in a couple weeks, depending on how steep the slog of death and concepts is, but I personally, and a friend of mine, wrote a background that encompassed a great deal of time, and I don't intend to stop doing that.

Just my two cents!

I hope you die right now, will you drink my chemical?

Brian wrote:See, the thing that I admire about WorkerDrone is that he's an optimist!

My impression on the danger goes a little farther. I guess for posterity I could summarize everything I've observed so far.

1: Armor is fine the way it is, there is a slope to be passed and it doesn't help by changing structured tiers, as long as everything -is- actually, you know, balanced to be effective. There's no point in forcing people to wear paper mache, when reasonably any sane person would just make the armor thicker if it was too thin.

2: The 8+ directions in a room needs to go. Four is still incredibly dangerous on the merit that--I'll cover this in 3.

3: Mobs are back to old SoI standard I think, in which they do not have an AI. This means they will continue to attack until they kill themselves on whatever they attack.

4: Deflect was a bit too low for a number of people, due to an element of randomness, but that's super easy to fix, so it doesn't merit a longer explanation.

5: Removing the number of wargs in that zone might not completely fix the problem, but I won't comment on this decision until I've lost another character to a different vector of Alpha-Wonkiness.

Cheers!

I hope you die right now, will you drink my chemical?

Brian wrote:See, the thing that I admire about WorkerDrone is that he's an optimist!

Got jumped by a couple spiders and a couple wargs five seconds after leaving out of a cave. From all directions. Think im staying in the caves from now on. At least theres usually less exits to get jumped from.

I agree, 8 directions is way too many. It's hell until you get used to it, and even then it's a... less severe variation of hell. Sneak and hide are extremely dangerous because each room is full of wildlife. You have to wait a good 10 minutes in order to move. Which is annoying but sometimes fun. Just chilling and watching all these baddies go past.

Wargs haul ass and are snarfagling scary. Love seeing them when I'm out alone. But yeah, solo hunting and scavving and all that shit is impossible.

Loving it so far, btw. Think the playerbase is ironing out some kinks still.

Last edited by toofast on Mon Jun 09, 2014 7:13 pm, edited 1 time in total.

Icristhus wrote:Edit to add: downsoutheast gets confusing when it takes you from that room to a room where you can go northwest and then up and be completely confused as to where you've ended up.

This should NEVER happen. All exits should be logical, nw should be the same as north and then west. Always.

If you run into this, the TYPO command is your friend. Please make use of it and explain the issue as best you can. We will be fixing these little things.

Couldn't agree more. Old SoI had these in Ithilien, weird exits that would warp you to completely unexpected places. Everything should be on a systematic grid that totally makes sense. Happy to hear it's the official policy!

I'm a newbie to SOI, and my orc char is my first char. So far I'm having a lot of fun! I haven't experienced the diagonals yet myself, but they sound frustrating. I guess I don't have much to say yet, being a newb, but I'm having fun with you guys, so kudos <3

I really like it! Most importantly, I really enjoy the orcish culture that the players have developed. It's harsh, but not outright abusive. Respect exists, and isn't just based on who has the biggest axe, but no one is coddled. When I first rolled an orc character, I was worried it would be far more like Warhammer/other fantasy orcs rather than Tolkienish, but you guys have captured that very well imho.

Rat guts, dead goblins, limestone, clay and mud is the recipe, I believe

A really bad sword with a short blade lies here. look sword This sword hardly even a sword. It's kind of really just a piece of metal bent like a sword. Its blade is rather short. Kind of pathetic, really.